
DM Kor |
The Packmaster cavalier archetype:
Goblin Packmaster
A goblin packmaster shares a few similarities of a cavalier, however their selfish desires and dire actions does not make them suitable for forming or joining an order. These goblins find greater comfort in associating with animals which they control. Packmasters value and recognize the strength of numbers and rarely fight on their own. Through time, they slowly build up their pack of trusted members and all fight in unison.
War Hound (Ex): A packmaster focuses on taming and training hounds to serve them. As they increase in level, packmasters gain additional hounds which become members of their pack. A hound master does not take an armor check penalty on Ride checks while riding a war hound. The war hound is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A war hound does not gain the share spells special ability and will not accept anyone else as a rider, nor will it perform any beast of burden tasks.
A hound master's bond with his war hound is strong, with the pair learning to anticipate each other's moods and moves. Should a houndmasters’s war hound die, he may find another hound to serve him after 1 week of mourning. This new war hound does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the houndmaster gains a level. This ability replaces the cavalier’s Mount and Challenge class features.
• War Hound I: At 1st level, a packmaster gains the service of a loyal and obedient goblin dog or wolf to aid him in battle. This war hound functions as a druid's animal companion, using the packmaster's cavalier level as his effective druid level. Levels in this ability stack with class levels from another similar ability.
• War Hound II: At 4th level, a packmaster gains a second war hound. The packmaster’s effective druid level is equal to their cavalier level -4. Levels in this ability do not stack with class levels from another similar ability.
• War Hound III: At 7th level, a packmaster gains a third war hound. The packmaster’s effective druid level is equal to their cavalier level -4. Levels in this ability do not stack with class levels from another similar ability.
• War Hound IV: At 10th level, a packmaster gains a fourth war hound. The packmaster’s effective druid level is equal to their cavalier level -7. Levels in this ability do not stack with class levels from another similar ability.
• War Hound V: At 13th level, a packmaster gains a fifth war hound. The packmaster’s effective druid level is equal to their cavalier level -7. Levels in this ability do not stack with class levels from another similar ability.
• War Hound VI: At 16th level, a packmaster gains a sixth war hound. The packmaster’s effective druid level is equal to their cavalier level -10. Levels in this ability do not stack with class levels from another similar ability.
• War Hound VII: At 19th level, a packmaster gains a seventh war hound. The packmaster’s effective druid level is equal to their cavalier level -10. Levels in this ability do not stack with class levels from another similar ability.
Lasher (Ex): At 1st level, a hound master gains Exotic Weapon Proficiency (Whip) instead of Heavy Armor Proficiency. A packmaster treats a whip as a light melee weapon when used as an off-hand weapon in a two-weapon attack. A packmaster adeptly learns how to use their whip to get the best performance from their pack members.
Survivor (Ex): At 1st level, a houndmaster gains Knowledge (nature) as a class skill. A houndmaster is adept at following tracks while mounted, using his war hound's speed rather than his own to determine the penalty for tracking while moving, whether he is mounted or not.
Call of the Whip (Ex): At 1st level, as a swift action a houndmaster can release an ear piercing snap with their whip, motivating all of their war hounds and granting them a +1 circumstance bonus on attack and damage rolls for 1 round. This bonus increases by +1 at 4th level, and every 4 levels thereafter. A houndmaster can use this ability 3 times per day, plus 1 per every 2 cavalier levels they possess. This ability replaces the cavalier’s Order ability.
• Wicked Lash (Ex): At 2nd level, a houndmaster can use their whip to release a quick sharp jolt of pain on a pack member to regain their attention. As an immediate action, a houndmaster can expend one use of their Call of the Whip ability to grant a pack member a re-roll on any Will save they just failed, provided they are within range of the whip. This quick snap of the whip causes 1 hit point of damage to the pack member, however they gain a circumstance bonus on the re-roll equal to the Call of the Whip bonus the packmaster grants.
• Deflecting Snare (Ex): At 8th level, a houndmaster can use their whip to attempt to deflect a strike against one of their pack members. When one of their pack members is hit in combat, a houndmaster can try to negate the hit (as an immediate action) by expending one use of their Call of the Whip ability to make an attack roll against the opponents CMD, with a circumstance bonus on their attack roll equal to their Call of the Whip bonus. Both the melee attacker and the pack member must be in range of the packmaster’s whip.
Pack Tactics (Ex): At 3rd level, a packmaster and their war hounds learn how to gain a special advantage when flanking the same creature. The packmaster and his war hounds gain +4 to their attack bonus, instead of +2 when any of them are flanking a creature with another pack member. This ability replaces cavalier’s Charge ability.
Hound Trainer (Ex): At 4th level, a packmaster learns to train goblin dogs and wolves with speed and unsurpassed expertise. The packmaster receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on a goblin dog or wolf. In addition, he can reduce the time needed to teach a goblin dog or wolf a new trick or train a goblin dog or wolf for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one goblin dog or wolf at once, although each hound after the first adds +2 to the DC.
Note:
- Since this campaign will likely end around level 10ish, at this time I have only covered off these levels. I will eventually do a complete 20 level conversion though.
- There is 1 unfinished power. I will be replacing the 5th level Banner ability with a different ability which I have not yet decided on. It will be fairly minor in scope though.
- There is very little of the Cavalier left in this version -- and if you are not interested in this, I would completely understand.
I would certainly be open to constructive feedback on this from all campaign members.
Dogdog, let me know if you are interested or not in this archetype. Otherwise, we will just try to tinker with the other options you were looking at.

Dogdog |

They are kind of an odd class, for sure. The Samurai I can get behind. Their abilities all fit the lore. Standard Cavaliers mostly seem like niche-y fighters without feats.
I figured I'd give it a shot though. This archetype seems like its exactly the sort of thing I was wanting. I was going to try to get additional dogs through flagrant abuse of the Handle Animal skill and the Leadership feat. Now it looks like I won't have to.

Oceanshieldwolf |

@Packmaster archetype: I love it! It will give us plenty of chances for showing fierce and fearsome with Dogdog commanding a pack!
I think Pack Tactics ability at 3rd level might be OP with the +4 for all pack hounds AND masters flanking at later levels with lots of flanking going on but hey, let's test it. So Dogdog's wolf "Dog" then? :p
DM Kor - do you have swaps for each of these abilities from the vanilla Cavalier? That will help see the balance...

DM Kor |
Hi all, I have been out all day and just got home. I have some chores to do at the house now. I will likely be posting the first adventure info tonight, but it will be closer to midnight.

DM Kor |
Well, I need sleep now, but I did review 2 character sheets. Sorry, its been so hectic here. Rest of the week should be going smoothly thought.
Quivrel - All looks good.
Jakka - It might just be my tired eyes, but I do not see where you have selected your 2nd level rage power (or alternatively Catch Off-Guard feat as per your Feral achetype).

DM Kor |
Vaghdra - You have 1 ability point left to spend. Also please select your bonus class skill and spend your 2 bonus skill points.
Ratsear - All looks good.

Bile Ratsear |

sweet

Foul Vaghdra |

Okay. Have made changes -
*Strength was 12 now 13.
*Added Class skill Escape Artist, gave it 2 ranks
*Also I noticed I forgot to give favored class bonus (hit point) at 1st level. Was 21, now 22.

DM Kor |
Catch off Guard replaces 2nd level rage power :(
Though if I could take the power, i'd be happier
Ah it looks like it was my tired eyes. I just saw the reference to "can take Catch Off-Guard in place of a rage power", and I neglected notice the final sentence indicating that gaining Throw Anything at 2nd level replaces the rage power.
Your character is all good to go then.

Bile Ratsear |

give em good beats, huh? is Quivrel gonna do some beatboxing?

DM Kor |
Hey Bile, nice way to link the map, I'm going to do that also :)
I'm just out for a few hours. I think this is headed to combat rounds so I will get us started for that when I am back.
Also, I will take a look at the past applicants to replace Jakka as I think she is gone unfortunately.

Bile Ratsear |

good thing we have those faceless goblins with us. good idea!

Bile Ratsear |

i've been digging into the player-created classes on pfsrd lately. some weird stuff in there. stuff i wouldnt mind combining with goblin....

DM Kor |
Sorry all, I got home late. I will have to update once I am back from work tomorrow.
Bile, if you think there is something fitting your character, just let me know and I will take a look at it.

Bile Ratsear |

an no i meant more in terms of a second character if none step up
although im sure there should be no shortage of applicants if you open the recruitment for a day. people are always trying to get on goblin games

Dogdog |

Careful with those. Most of them have some pretty big mechanical problems and end up being underpowered. A couple have exploits that can become big GM headaches.
I've played a few of the more popular ones. I might be able to help you choose .

Bile Ratsear |

yeah i havent played too many of them.
i like the Armor Bonded one. a little metal goblin?! HAHAHAHA
I also like the Machinesmith, but that one looks pretty underpowered. I mean they get those little turrets, which seems powerful, but then if that seems powerful why dont we spend pennies of our vast wealth for an NPC firing squad to follow us around? hahaha

Dogdog |

Yeah, unfortunately there's nothing a machinesmith can do that a wizard with Craft Golem (or even just Animate Object) can't do also, and wizards have better class abilities.
The Armor Bonded is a neat idea but I feel like the Synthesist fits the same kind of niche. Unless I was playing a Warforged or an Undead creature I don't think I'd like the idea of never being able to take my armor off again. I admit, some of those grafts are pretty neat though.

Bile Ratsear |

well with machinesmith, they can graft the little ornithopter into themselves. thats kinda cool, like a jetpack. i mean sure it isnt as easy as casting fly but it is certainly cooler. it's definitely what i would do.
And armor bonded vs synthesist, i think these days it's easier to get a 3pp class in a game than synthesist hahaha. no point in playing that as a warforged, kinda the same thing. undead yeah i could see that. but i picture, say, a dwarven defender with his bonded golden plate mail with clan coat of arms emblazoned on it being quite a fearsome sight to those who would try to invade.

Dogdog |

For most of these things, it seems like re-fluffing magic items would accomplish the same ends.
Want a jet pack? Get Wings of Flying and describe it as a jet pack.
Want bonded armor? Enchant a suit of armor with Animate Object, or pick up a suit of Golem Armor, or enchant it to be Intelligent with some gimmick abilities. Doesn't seem like something I'd want to take a prestige class for when it could done just as well with interesting gear.
That's just my opinion though. Maybe they play better than they seem to by the description.

Dogdog |

I've played a few games with Synthesists, picked upart thier numbers and delved deep into the boards. The conclusion that I've come to is that they aren't any more powerful than a well built barbarian. The issue that people seem to have is that they can fight well and cast spells (small number and selection, but they can still do it). My answer to that is "so what?"
I find that the regular Summoner is far more powerful than the Synthesist, especially after about level 4. The reason for that is because a regular Eidolon effectively gives a Summoner an extra brain and an extra pair of hands.
The way to become powerful in pathfinder isn't to have a lot of options at your disposal, or even to hyper-specialize in one particular trick. It's to find a way to increase your Action Economy.
The Hands-Down, No-Contest, Most Powerful characters in the game are the ones with companions who have high charisma, an intelligence higher than 6 and Use Magic Device. Wizards and Magi have it easiest. They just need one feat (Improved Familiar) and then they can effectively cast two spells a turn (3 with Quicken Spell). After that it's the Leadership feat (which anyone can take). Improved Familiar is better than Leadership because Cohorts usually die easier than than Familiars. Also, Wizards can take Leadership (getting yet another Item-using pal, bringing their potential action economy up to a whopping 4 spells around).
Summoners come in third in the Action Economy race because while Eidolons can take UMD, to get it detracts from their primary role of a meat shield. Any round they are front-lining they are probably not using UMD to activate a scroll or wand.
Synthesists are great at lower levels, but by about third they start losing the damage game to Lance builds, Two-Handed Pounce builds and Archer builds. They lose the spellcasting game to every primary casting class there is. The only thing they maintain the edge in is survivability because of high AC and piles of HP.
Just my observations. Take with a grain of salt and a shot of tequila.

Bile Ratsear |

i definitely agree on the synthesist. i am playing one now in a level 20 mythic tier 4 game and im waaaaay behind the others, which are a mystic theurge, a ranger of some kind, and a cleric with an intelligent sword cohort.

Bile Ratsear |

i dont run it! but lets just say its a lot more story. we have only had one battle. we are doing it as more of a playtest for mythic at high levels (and to have fun in fogotten realms)

Bile Ratsear |

hahaha well we are all good-aligned or law-aligned folks i think, so we wouldnt do that. but that would be an awesome challenge

DM Kor |
Hi gobbies. Sorry I didn't get a chance to update yesterday. Things are busy at work now, especially with me having taken a month off.
I will update as soon as I get home from work today.

Foul Vaghdra |

Although not too much clearer, perhaps "Dogdog's Wolf, Dog" or "Dog, Dogdog's Wolf" is more accurate. ;p
I'm really liking the madness of all the gobbos, and Foul is already contemplating making her own dog or wolf skull hand puppet to more successfully relate to or convince Dogdog. He'd likely see through it in an instant, but he may just be canny and/or mad enough to play along, responding to "fetch", "kill" or every gobbo about town's most pressing need, "pipe and slippers". ;)

Bile Ratsear |

ah i should have played a goblin ninja or alchemist. those are my favorite goblins. or blue goblin psions. but i figured since we needed healing, a goblin druid would be fun too. especially when i get wild shape :D

Bile Ratsear |

eugh i feel for you. i got a bad case of the cold, put me down as well. praise be to nyquil and dayquil!

Dogdog |

GM-
Dogdog's whip is in his off hand. He usually uses it when things are too far away to reach or dangerous to get next to. His main weapon is his Scizore, which is basically a metal and bone wolf-jaw that he wears kind of like a gauntlet. (it deals a d8, where the whip only deals a d3)

DM Kor |
GM-
Dogdog's whip is in his off hand. He usually uses it when things are too far away to reach or dangerous to get next to. His main weapon is his Scizore, which is basically a metal and bone wolf-jaw that he wears kind of like a gauntlet. (it deals a d8, where the whip only deals a d3)
Ah yes... that makes much more sense :)

Bile Ratsear |

d8 on a small guy? nice